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We played Dig In several times today and it is excellent. Both side managed to win and due to the nature of deployment all the Mission cards were fair and most units were used. The only thing we changed was the dice number to deploy on the bunkers, rather than check the map every time when deploying we just numbered them clockwise as this s simpler. A really fun, tactical scenario.

The Rivet Wars Houses I made to be printed out and easily used. In the thread I have two scenarios, one a Giant Mansion and one a small town, which utilizes the houses perfectly.

I then made two new gametypes/ Scenarios.

Demolition is a bomb plant scenario in which a bomb must be grabbed by a faction, brought to the opposite side, and then "planted" in a plant zone.

While Maximum Moral is a Capture the Flag gametype. It involved a flag spawn and a flag pole in which factions must race to the enemies "flag" and return it to their own "flag pole". That should lead towards some fun games.

I have .doc files of any and all of these scenarios available to be e-mailed upon request. I also have a few scenarios in the works that utilize the gametypes with the rivet Building rules I came up with.

So here's my first attempt at a scenario: "Stalemate". (2 sets of terrain 3d or otherwise & Battle of Brighton, required)

Years of fighting over yards of gain have left this part of the line heavily fortified on both sides. So much so that cavalry units struggle to do anything about the murderous rain of fire from enemy support units. Recent advancements in aeronautics bring air power to the region, both sides hoping to use it to buy their boys in the trenches some suppression of enemy firepower.

Just completed a new Scenario for anyone still using the Core Box.....(just me).....

It's called "The Tankken Laboratory Coup" and entails many gas clouds:

The workers of the Tankken Laboratory are forced to work in terrible conditions. They alone control the production of chemical weapons for the entire Blightun Empire. It has taken many months for the workers to persuade the Independent Allied States to provide them with munitions. Today, rather than arrive with their punch-cards, the workers unite to punch a hole in the Blightun war effort.

Sorry, thought I posted on this the other day. It looks really exciting; there's a lot going on! Interesting you stuck to 6DPs. Cant wait for wave 2 to arrive so I can try out the larger map!

Ps: good work with the scenario editor!

Thanks, I just wanted to see what I could do to make use of the extra terrain bits and bobs and emphasize air power. I was tying to make it hard for infantry to progress against entrenched support units that would be difficult for most ground units to get to, making air strikes vs those to buy the infantry some suppression the way to go. Haven't played it yet though.

Special Rules: Special Objectives do not give victory points, instead they act as
deployment points when captured. A unit must remain inside special objective in
order to deploy a unit there. Flag placed in bunker at the center of each side's
territory. Flag is picked up during movement phase, does not require an action.
Units with flag cannot use special abilities and movement cannot be altered by
specials of others [Example: Tunneling can not be used].
Can only be transported by ground by infantry. Heros used as
plugs can carry flags on tanks but lose ALL stats on card.